Search found 67 matches
- Tue Jun 30, 2026 3:45 pm
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 49
- Views: 5924
Re: [raiguard][2.1.8] Fluid is not shared evenly
The thruster logic remains a complex puzzle: The idea that reading pipeline fullness directly via wires makes space platform throttling "too simple" is a misconception. The relationship between thrust and pipeline fullness is non-linear . A simple wire connection to a pump with a fixed ...
- Tue Jun 30, 2026 12:28 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Allow high quality ingredients for low quality items
- Replies: 13
- Views: 701
Re: [2.1] Allow high quality ingredients for low quality items
They did add substantial capability to the quality recipe modding API that let me overhaul my mod that addresses this issue. It both allows easy quality capping of an item stream and prevents machines from silently consuming quality items like an automatic downgrade feature would allow.
- Tue Jun 30, 2026 10:08 am
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 49
- Views: 5924
Re: [raiguard][2.1.8] Fluid is not shared evenly
You still have to control the level of fluid in the system, it's just possible now to do so by throttling the chemical plants themselves.
No matter how much I think about this issue, the only easy fix seems to be bringing back the hidden buffer. However, I actually think the current mechanic ...
- Sun Jun 28, 2026 10:42 am
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 49
- Views: 5924
Re: [raiguard][2.1.8] Fluid is not shared evenly
To those having a problem with how it works in 2.1.8, let's consider this angle: If you are producing enough fluid, your fluid systems will be at least 10% full, and no machine will starve. Heck, it could even be 97.4% empty and it would still work. If your fluid system is 97.6% empty, the root ...
- Sat Jun 27, 2026 5:20 pm
- Forum: Mods
- Topic: [MOD 2.1] Quality Down-Binning (Ground-up Re-write, Modded Qualities Supported)
- Replies: 4
- Views: 2651
Re: [MOD 2.1] Quality Down-Binning (Ground-up Re-write, Modded Qualities Supported)
New version released, ground-up re-write using new quality-related recipe API's added in 2.1. Resolves the race condition issue, removes run-time scripting and any related interactions completely, and supports modded qualities.
- Sat Jun 27, 2026 5:44 am
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 49
- Views: 5924
Re: [2.1.8] Fluid is not shared evenly
I should note, however, that even if I change EM plants to suck actively like directional connections, they won't be able to self-balance like directional connections do because they are operating directly on the segment, so the first machine to update will get the greatest share of fluid. There ...
- Fri Jun 26, 2026 4:30 pm
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 49
- Views: 5924
Re: [2.1.8] Fluid is not shared evenly
Edit Edit: Also does it actually matter if players can't see the contents of the pipe inside the machine? Isn't that visible via selecting the pipe segment it's part of, and can't it be drained along with that segment if it's pumped out? If not then the issue is that it's not acting enough like a ...
- Fri Jun 26, 2026 5:29 am
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 49
- Views: 5924
Re: [2.1.8] Fluid is not shared evenly
I should note, however, that even if I change EM plants to suck actively like directional connections, they won't be able to self-balance like directional connections do because they are operating directly on the segment, so the first machine to update will get the greatest share of fluid. There is ...
- Thu Jun 25, 2026 11:39 pm
- Forum: Mods
- Topic: [MOD 2.1] Quality Down-Binning (Ground-up Re-write, Modded Qualities Supported)
- Replies: 4
- Views: 2651
Re: [MOD 2.1] Quality Down-Binning
Updated for 2.1, including preserving item properties in the way you'd expect.
I've addressed the bot build issue (it was an interaction with Packing Tape) and made changes that should make it more robust against other mod interactions.
I have different ideas on how to bring it to a 1.0 release ...
I've addressed the bot build issue (it was an interaction with Packing Tape) and made changes that should make it more robust against other mod interactions.
I have different ideas on how to bring it to a 1.0 release ...
- Sun Dec 08, 2024 12:56 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 88688
Re: Ability to craft lower quality with higher quality
In some ways the down-binning concept makes a lot of sense, but even as someone who thoroughly botched early quality production I'm not a fan.
The "problem" these ideas are trying to solve seems to be the intentional challenge the game presents. Perhaps the challenge is a little bit too hard and ...
- Tue Nov 26, 2024 1:02 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.21] Manually upgrading building cancels module ghosts
- Replies: 1
- Views: 2755
[StrangePan][2.0.21] Manually upgrading building cancels module ghosts
Steps to Reproduce
Place an Assembly Machine 2 with 2 modules.
Paste an Assembly Machine 3 blueprint with 4 of the same module on top of it. This will create an upgrade ghost with 2 module ghosts.
Before a bot installs the Assembly Machine 3 upgrade, manually place an Assembly Machine 3 on top of ...
Place an Assembly Machine 2 with 2 modules.
Paste an Assembly Machine 3 blueprint with 4 of the same module on top of it. This will create an upgrade ghost with 2 module ghosts.
Before a bot installs the Assembly Machine 3 upgrade, manually place an Assembly Machine 3 on top of ...
- Mon Nov 18, 2024 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 88688
Re: Ability to craft lower quality with higher quality
Sounds about right. Same way productivity is the same, however you distribute it. Except in the costs of the modules themselves, so certain steps are better.
Not quite. Unlike with productivity, you can take quality a step further by having parallel production chains with quality modules that ...
- Sun Nov 10, 2024 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 88688
- Sun Nov 10, 2024 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 33
- Views: 17068
Re: Allow Quality Downgrade
I'm confused.
First, on the realism: you can't put a lower end processor in a higher-grade computer. If my i9 goes out, I can't just get a cheaper i7 to replace it with willy-nilly. That's how quality works--you're not trying to use a shiny electronics circuit in place of a dull one, you're ...
- Wed Nov 06, 2024 9:51 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 33
- Views: 17068
Re: Allow Quality Downgrade
You're not actually making it worse, just pretending its worse for the sake of shoving it into lower-quality recipes. That's why I've used "down-binning" instead of "down-grading" when talking about this subject.
But, requiring the player to explicitly and deliberately lose an item's QA paperwork ...
But, requiring the player to explicitly and deliberately lose an item's QA paperwork ...
- Fri Nov 01, 2024 7:24 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 88688
Re: Ability to craft lower quality with higher quality
This is in practice worse then the current situation, because it will be way harder for players unfamiliar with the quality system to learn when they're using it wrong. Quality that mysteriously disappears is much harder to spot then quality that clogs up your production line.
To clarify, I'm ...
To clarify, I'm ...
- Fri Nov 01, 2024 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 33
- Views: 17068
Re: Allow Quality Downgrade
I've created a proof-of-concept mod that implements down-grading (down-binning) with chests and scripting.
- Fri Nov 01, 2024 5:08 pm
- Forum: Mods
- Topic: [MOD 2.1] Quality Down-Binning (Ground-up Re-write, Modded Qualities Supported)
- Replies: 4
- Views: 2651
[MOD 2.1] Quality Down-Binning (Ground-up Re-write, Modded Qualities Supported)
https://mods.factorio.com/mod/quality-down-binning
Trying for Rare's but getting your smelters clogged up with Uncommons, that you can't even throw into infinite technologies because you don't have an entire duplicate factory for Uncommon inputs?
Then this mod is the solution for you! Take after ...
Trying for Rare's but getting your smelters clogged up with Uncommons, that you can't even throw into infinite technologies because you don't have an entire duplicate factory for Uncommon inputs?
Then this mod is the solution for you! Take after ...
- Thu Oct 31, 2024 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 88688
Re: Ability to craft lower quality with higher quality
Rather than allowing higher quality items as inputs, I think it would make more sense to be able to down- bin excess items of a given quality by turning them into a lower quality. This is directly analogous to how excess high-quality items are handled in real-world manufacturing, which is to simply ...
- Fri Sep 28, 2018 5:52 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 85781
Re: Friday Facts #262 - Hello my name is: Compilatron
Another way the Compilatron helps us keep the immersion intact is as a plot agent. Currently campaign plot events just 'happen' when objectives are completed, or when characters internal monologue decides the next move. Now we can have Compilatron act as a driving force to the campaign, it gives ...